Canceling asio timers has bad semantics, and causes loads of trouble. Therefore, cancelled timers are simply marked as such, and the asio callback is silently ignored. This fixes several crashes, if players were removed from a game due to an error, because some timers were not cancelled. *sigh* This one took a lot of nerve.
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@@ -400,7 +400,7 @@ ServerGameStateInit::TimerAdminWarning(ServerGame &server)
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server.GetLobbyThread().GetSender().Send(session.sessionData, warning);
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}
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// Start timeout timer.
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server.GetLobbyThread().GetTimerManager().RestartTimer(
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server.GetLobbyThread().GetTimerManager().AddTimer(
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server.GetStateTimerId(),
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SERVER_GAME_ADMIN_WARNING_REMAINING_SEC * 1000,
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boost::bind(&ServerGameStateInit::TimerAdminTimeout, this, boost::ref(server)));
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@@ -701,7 +701,7 @@ ServerGameStateHand::TimerLoop(ServerGame &server)
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server.SendToAllPlayers(allIn, SessionData::Game);
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curGame.getCurrentHand()->setCardsShown(true);
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server.GetLobbyThread().GetTimerManager().RestartTimer(
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server.GetLobbyThread().GetTimerManager().AddTimer(
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server.GetStateTimerId(),
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SERVER_SHOW_CARDS_DELAY_SEC * 1000,
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boost::bind(&ServerGameStateHand::TimerLoop, this, boost::ref(server)));
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@@ -710,7 +710,7 @@ ServerGameStateHand::TimerLoop(ServerGame &server)
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{
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SendNewRoundCards(server, curGame, newRound);
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server.GetLobbyThread().GetTimerManager().RestartTimer(
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server.GetLobbyThread().GetTimerManager().AddTimer(
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server.GetStateTimerId(),
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GetDealCardsDelaySec(server) * 1000,
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boost::bind(&ServerGameStateHand::TimerLoop, this, boost::ref(server)));
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@@ -741,7 +741,7 @@ ServerGameStateHand::TimerLoop(ServerGame &server)
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// If the player is computer controlled, let the engine act.
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if (curPlayer->getMyType() == PLAYER_TYPE_COMPUTER)
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{
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server.GetLobbyThread().GetTimerManager().RestartTimer(
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server.GetLobbyThread().GetTimerManager().AddTimer(
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server.GetStateTimerId(),
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SERVER_COMPUTER_ACTION_DELAY_SEC * 1000,
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boost::bind(&ServerGameStateHand::TimerComputerAction, this, boost::ref(server)));
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@@ -750,7 +750,7 @@ ServerGameStateHand::TimerLoop(ServerGame &server)
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else if (!server.GetSessionManager().IsPlayerConnected(curPlayer->getMyName()))
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{
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PerformPlayerAction(server, curPlayer, PLAYER_ACTION_FOLD, 0);
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server.GetLobbyThread().GetTimerManager().RestartTimer(
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server.GetLobbyThread().GetTimerManager().AddTimer(
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server.GetStateTimerId(),
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SERVER_LOOP_DELAY_MSEC,
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boost::bind(&ServerGameStateHand::TimerLoop, this, boost::ref(server)));
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@@ -833,14 +833,14 @@ ServerGameStateHand::TimerLoop(ServerGame &server)
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else if (playersWithCash.size() == 1)
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{
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// View a dialog for a new game - delayed.
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server.GetLobbyThread().GetTimerManager().RestartTimer(
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server.GetLobbyThread().GetTimerManager().AddTimer(
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server.GetStateTimerId(),
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SERVER_DELAY_NEXT_GAME_SEC * 1000,
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boost::bind(&ServerGameStateHand::TimerNextGame, this, boost::ref(server)));
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}
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else
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{
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server.GetLobbyThread().GetTimerManager().RestartTimer(
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server.GetLobbyThread().GetTimerManager().AddTimer(
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server.GetStateTimerId(),
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SERVER_DELAY_NEXT_HAND_SEC * 1000,
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boost::bind(&ServerGameStateHand::TimerNextHand, this, boost::ref(server)));
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@@ -855,7 +855,7 @@ ServerGameStateHand::TimerShowCards(ServerGame &server)
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Game &curGame = server.GetGame();
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SendNewRoundCards(server, curGame, curGame.getCurrentHand()->getCurrentRound());
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server.GetLobbyThread().GetTimerManager().RestartTimer(
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server.GetLobbyThread().GetTimerManager().AddTimer(
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server.GetStateTimerId(),
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GetDealCardsDelaySec(server) * 1000,
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boost::bind(&ServerGameStateHand::TimerLoop, this, boost::ref(server)));
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